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Post by Deleted on Apr 13, 2015 23:38:32 GMT
TABLE OF CONTENTS:
1. First Post: Basic Explanation 7. Tips on how to track your abilities! PROCESS: 1. Roll a 1-20 on the die. Every target has its own TN (target number) and if you passed that, your hit lands! In the same post, roll your attack dice if you're attacking, or state your spell if using magic.
2. If you land a hit (on or over the TN) you roll damage. Damage is based on your rank!
3. Make your RP post! If you miss, you still have to post. DO NOT POST before you have made your rolls unless they are not combat!
4. Once everyone participating in battle posts, a mod will finish the round with the totals of everyone's HP as well as the Ghost's attack. Once that is done, it's time for the next round!
How to set dice range: When you click the dice button you will get a blank popup which says range. Please input your rank range in the 1-6 format, or whatever your rank range is/
When writing your attack post, we advise that you roll your damage and attack rolls before making a post. You cannot edit your rolls afterwards, and mods will check roll posts.
Please don't roleplay in this forum! Any questions will go here!
1-20·1-62sOGNM_8
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Post by Deleted on Oct 14, 2018 13:56:31 GMT
DAMAGE DICE RANGE We'll use ranks based on skills:
B E G I N N E R S: Starting HP: 100 Neutral (Regular Humans) Do Gooder Tainted Fallen Angel Angels Tempters Minor-Lord Mercer R1
Range: 1-10, 2 die The higher your number, the more damage you do!
S K I L L E D: Starting HP: 200 Untainted/Pure Miracle Worker Heathen Createn Archangels Virtues Lords Archdukes Mercer R2
Range: 1-15, 2 dice
V E T E R A N: Starting HP: 400 Saint Hellspawn Ophanim Seraphim Primals Absolute Mercer R3
Range: 2 dice, 1-15 + 1-20
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Post by Deleted on Oct 14, 2018 14:09:54 GMT
Step 1: Which dice are you using?Every dice system has a pool of dice. For DCM, we use a d20 (1-20 range) to determine if someone hits the target and anywhere from a d4 to a d20 for attack range. Attack dice and Initiative dice are two separate entities. One determines if you hit, then the others determine the damage you do! How do I know what dice I'm using?Your initial attack dice are figured by your character's rank (as is your HP). For example, a Tempter-Rank demon and a Fallen Angel both have 100 HP and each roll 2d10 for their damage. An Ophanim or Primal have 400 HP and roll 1d15 and 1d20 for their attack roll! This changes when you're using magic.All spells have a clause that means when you're casting, you cannot use a physical attack unless otherwise stated. This means casting the spell takes the place of your attack roll. Each spell has their own attack roll (unless it's considered a support spell). Where some spells are weaker than an initial attack, they also have an element attached to them that can be effective in battle. Example: Ember: Basic fire orb spell. Deals 1d10 Pyro DamageWhen a user casts Ember, they deal 1d10 damage that also inflicts fire element. If a character has a weakness to that (usually ghosts) it has the ability to deal more damage. Otherwise, it just deals the value rolled. When I roll, it looks like:
| Initiative: hzefqhNK1-20 Attack Roll: 1-10
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Ice Dagger: Aquira counterpart to Pyromancy's Dagger. Caster summons a dagger shaped icicle in the reverse grip. The dagger can be used in addition to your normal attack roll. It deals 1d8 Aquira damage.Amulet, an Archduke, normally rolls 2d15 when attacking. In addition to his 2d15 rolls, he will also deal 1d8 of damage. When I roll, it looks like:
| Initiative: 1-20
Attack: 1-151-151-8
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After determining your dice pools, we can move on to post format! 1-20·1-10·1-20·1-15·1-15·1-8
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Post by Deleted on Oct 14, 2018 14:25:45 GMT
Step 2: Initiative determines your hit. In a battle, the first dice you roll is your d20. This determines if you hit your target. This value is presented as [ roll range="1-20" ]
NOTE: This value is changed if you have skills that effect your initiative! Spells that add to initiative: Slipstream | Harpy Claw | Comet Strike | Soul Fire Spear | Wolf's Blood | Molten Core | Spells that subtract Initiative: Gravity | Gravity + | Skybound Battle | Graviton Surge Character Abilities: Sword Get Longer | R for Reload | Northern Winds | Eightfold | Valkyrie | Fujinkyu | Dead Eye | Speed Boost in Henshin | Berzerked State
-Every target has a TN or Target Number. This is usually stated under the image in the first post. When rolling a d20, the result will determine if you hit. If the TN is 7 and you roll a 10, you hit! However, if the TN is 15 and you roll a 10, no dice (pun intended). If you hit the number or roll above, your attack is successful!
-When fighting another user, your rolls are contended. That means that your d20 rolls are compared, and whoever rolls the highest gets the hit! If you tie, then your blows match. Kind of like in DBZ when the guys keep punching each others' fists.
-If you roll a natural 20 (that is, the 1-20 roll resulted in 20 without modifiers!) your attack is doubled. In the case of "Speed Boost", your second die would have to result in a 20. This would double your doubled number! If the first die results in 20, your attack is just doubled.
At the same time you roll initiative, you also roll your attack dice!
RP Tip: You shouldn't prepare your response before you know what your initiative is, because you don't know if you've hit! It sucks, yeah, that it's based on probability, but it's also fair that way because it gives others a chance. Think of how close to the TN your roll is! If you roll right on the 7 TN, it would make more sense for your character to have just barely hit. Your attack roll is also important!
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Post by Deleted on Oct 14, 2018 14:30:45 GMT
Step 3: Attack or Defend! As stated in "How do I know what dice I'm using?" you determine your dice attack! In addition to initiative in your post, you also roll your attack dice.
Figure whether or not you want to cast a spell or attack head-on, pool your dice, and go for it!
Example: Fishnet attacks! P3ofH|J61-20 1-151-15
Things to consider: Modifiers. Does your character have an ability that adds to their attack? Were they buffed by a fellow and got a super increase? For example, if your character has the "Sacred Flames" ability and they are at 1/4 of their health, they do a +10 to their damage roll! Henshin and Berzerk State also add modifiers to their attacks!
Humans do LITTLE damage to ghosts! It is important to note that human weapons do not damage the supernatural. All human rolls in battle are calculated by their rank above, but if the attack is directed at a ghost, they will not do damage.
Once you submit your post, you will see what your attack result is!
RP Tip: Pre-preparing your attack isn't always the best idea when you roll two 1s! Think of how you've rolled for your attack. Even if you hit, do you think successfully smashing someone's skull in is going to go through if you only did 3 damage? Compare your Initiative and your Attack rolls. If you roll a 20, your attack is 100% successful! However, you did shit for damage at a 2. Maybe your character was able to pirouette and do a spin, but just barely knicked their target. At the same time, you roll awesome for damage, but just barely hit! Your character could have poor technique, but still managed to hit the target in a soft point! These are just tips, but they're important for good, immersive RPing!
Casting a Buff or Status Effect! There are some characters that are built specifically for support (such as Choirs, Sirens or Cherubs!). These characters exist to support their allies instead of attacking the target. Other characters use their spells to negatively effect their enemies! When this is done, it is done instead of attacking (obviously).
For most spells (such as healing spells) your character doesn't need to worry about the TN as much, but you still roll initiative to see if you get hit. Other spells require the d20 to see if they inflict their effects!
Example: Water Whip: A forceful smack with water that can cause the Stunned status effect (TN 10-15). Stunned characters cannot roll for 1 round. You must roll a between 10 and 15 to successfully Stun the enemy! If you don't... Well, your turn is over. Whoops.
Stalactite: A pointed icicle projectile. Deals 2d8 damage for everyone who rolls under your initiative. Anyone who rolled under your initiative gets hit! If you rolled a 20... Yikes!! If you rolled a 1... oof.
That's it! You've made an attack! If the target has already made their attack, you may post in the thread or RP!1-20·1-15·1-15
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Post by Deleted on Oct 14, 2018 14:32:44 GMT
Hit Points, Abilities and Form ChangesIt's important to understand what your character's HP is from the start. There are tons of things that happen during a battle that can effect your characters! They can also come to a battle prepared with their abilities! When building a character's ability sheet, it's important to keep track of how much damage they take and from what.Example: Jacket has Trained Body and Ironclad. This means by default he takes -1/4 damage roll to his body from Ironclad and -2 from Trained Body. If his enemy rolls a 20 damage, he only takes 13 damage from that (-5 from Ironclad, -2 from Trained Body). The same goes for attack modifiers and Form Changes, such as Berzerk, Henshin, and Primal. [More on Henshin, Berzerking and Other Forms]Keep in mind, the form changes are only effective when in that form! If you change form in battle, keep track of your Form Points! These are made so that your character remains balanced. Berzerkers must rest for one turn after they have exhausted their form, but a character may replace their attack roll to recover Henshin Form points. Character builds and abilities are important! We keep track of them in the respective inventory threads of each species. We'll be come up with ways to make this easier to read, so please bear with us. :>
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Post by Deleted on Oct 14, 2018 15:20:13 GMT
Tips to Tracking Character Stats:
DCM has not formal character sheet due to the attempt to keep things simple. However, I tend to keep reference so I don't have to keep a million tabs open! xD Create a Reference:You can easily make a Notepad to bring up when you're having trouble remembering what a spell or ability does! I personally keep track of values in my inventory sheet: dcmissionaries.boards.net/post/1860/threadFor individual spells, I tend to look back at the individual shops. However, that doesn't stop you from keeping a tome of reference of your own! Example Stat Sheet:
Jacket HP: 100 Attack Roll: 2d10 Defensive: -1/4 Dmg, -2 Dmg; -2 Fire/Earth Ability Notes: -Snapback (If he misses a turn, x2 Damage) -Frenzy (at 15 HP, enters Berzerk) -Positive Influence (-5 dmg, + 25% to allies, deactivates at 50 HP) Henshin Notes:
Roll Range 1-13 ATK | +2 Atk
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